libera/#shirakumo - IRC Chatlog
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20:06:52
Colleen
<shinmera> that hecked up font reminded me of this https://www.youtube.com/watch?v=HLRdruqQfRk
20:33:48
Colleen
<shinmera> by deleting edges do you mean merging edges that are extremely close and have small control points?
20:35:58
Colleen
<|3b|> if there were exactly 2, i would delete both, since it ends back where it started
20:43:58
Colleen
<|3b|> ok, handles that glyph correctly now i think? 1 edge left from the 3x duplicate one, and entirely removes the contour that was just a line and linear quadratic bezier version of the line
20:47:31
Colleen
<|3b|> and if that works, i can start trying to figure out where to hook in the part about actually returning cleaned up versions of the glyphs
20:48:53
Colleen
<shinmera> I know this is way too early, but any funny ideas about incremental atlas generation?
20:49:23
Colleen
<|3b|> hmm, left in a debug print about that case of degenerate contours, and that font prints it out a lot :/
20:51:21
Colleen
<shinmera> also a question of my renderer being smart enough and learning things like texture switching so it doesn't have to be a single texture.
20:53:19
Colleen
<|3b|> ACTION wonders how incremental SDF generation would look (generate 1/4 res, then fill in missing parts to make 1/2, then repeat again to get full res, or similar)
20:55:15
Colleen
<|3b|> aside from optimization (and possibly using some trivial binpacker like just a grid) that's about the only thing i can think of for runtime generation
20:56:13
Colleen
<shinmera> I can think of pre-allocating glyph space in the atlas and already starting text rendering while the atlas is being updated and uploaded in a separate thread.
20:57:17
Colleen
<|3b|> yeah, packing isn't quite as fast, but still probably good enough for that depending on how many you put into a single atlas
20:58:03
Colleen
<|3b|> (packing things in random order is pretty bad for efficiency anyway, so might not matter much for fonts)
20:59:21
Colleen
<|3b|> and doesn't really care if you give it 1 at a time or all at once. only thing that affects is that if you sort first you tend to get better packing, which you obviously can't do with 1 at a timer
21:03:03
Colleen
<shinmera> well, I look forward to having nice, fast rendering in Alloy in ten years from now when I'll probably finally get to doing all the bits for it :v
21:03:41
Colleen
<|3b|> but probably could just pack into a grid for a lot of text use and not lose too much space compared to unsorted "good" packing